Merge branch 'master' of https://github.com/Regalis11/Barotrauma.git into Regalis11-master
This commit is contained in:
@@ -462,7 +462,7 @@ namespace Barotrauma
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DebugConsole.Log(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce(
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"HumanoidAnimController.HoldItem:InvalidPos:" + character.Name + item.Name,
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GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
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GameAnalyticsManager.ErrorSeverity.Error,
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errorMsg);
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return;
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@@ -951,7 +951,7 @@ namespace Barotrauma
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{
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string errorMsg = "Creature death animation error: invalid limb mass on character \"" + character.SpeciesName + "\" (type: " + limb.type + ", mass: " + limb.Mass + ")";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidMass" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidMass" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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deathAnimTimer = deathAnimDuration;
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return;
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}
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@@ -961,7 +961,7 @@ namespace Barotrauma
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{
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string errorMsg = "Creature death animation error: invalid diff (center of mass: " + centerOfMass + ", limb position: " + limb.SimPosition + ")";
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DebugConsole.ThrowError(errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidDiff" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
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GameAnalyticsManager.AddErrorEventOnce("FishAnimController.UpdateDying:InvalidDiff" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
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deathAnimTimer = deathAnimDuration;
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return;
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}
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+114
-60
@@ -811,35 +811,41 @@ namespace Barotrauma
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if (currentHull != null)
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{
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float surfacePos = currentHull.Surface;
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float surfaceThreshold = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f);
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//if the hull is almost full of water, check if there's a water-filled hull above it
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//and use its water surface instead of the current hull's
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if (currentHull.Rect.Y - currentHull.Surface < 5.0f)
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{
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foreach (Gap gap in currentHull.ConnectedGaps)
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GetSurfacePos(CurrentHull, ref surfacePos);
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void GetSurfacePos(Hull hull, ref float prevSurfacePos)
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{
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if (gap.IsHorizontal || gap.Open <= 0.0f) { continue; }
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if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) { continue; }
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//if the gap is above us and leads outside, there's no surface to limit the movement
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if (!gap.IsRoomToRoom && gap.Position.Y > currentHull.Position.Y)
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if (prevSurfacePos > surfaceThreshold) { return; }
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foreach (Gap gap in hull.ConnectedGaps)
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{
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surfacePos += 100000.0f;
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continue;
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}
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if (gap.IsHorizontal || gap.Open <= 0.0f || gap.WorldPosition.Y < hull.WorldPosition.Y) { continue; }
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if (Collider.SimPosition.X < ConvertUnits.ToSimUnits(gap.Rect.X) || Collider.SimPosition.X > ConvertUnits.ToSimUnits(gap.Rect.Right)) { continue; }
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foreach (var linkedTo in gap.linkedTo)
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{
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if (linkedTo is Hull hull && hull != currentHull)
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//if the gap is above us and leads outside, there's no surface to limit the movement
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if (!gap.IsRoomToRoom && gap.Position.Y > hull.Position.Y)
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{
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surfacePos = Math.Max(surfacePos, hull.Surface);
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break;
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prevSurfacePos += 100000.0f;
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return;
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}
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foreach (var linkedTo in gap.linkedTo)
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{
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if (linkedTo is Hull otherHull && otherHull != hull)
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{
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prevSurfacePos = Math.Max(surfacePos, otherHull.Surface);
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GetSurfacePos(otherHull, ref prevSurfacePos);
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break;
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}
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}
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}
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}
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}
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surfaceLimiter = ConvertUnits.ToDisplayUnits(Collider.SimPosition.Y + 1.0f) - surfacePos;
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surfaceLimiter = Math.Max(1.0f, surfaceLimiter);
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surfaceLimiter = Math.Max(1.0f, surfaceThreshold - surfacePos);
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if (surfaceLimiter > 50.0f) { return; }
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}
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@@ -1048,7 +1054,8 @@ namespace Barotrauma
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void UpdateClimbing()
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{
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if (character.SelectedConstruction == null || character.SelectedConstruction.GetComponent<Ladder>() == null || character.IsIncapacitated)
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var ladder = character.SelectedConstruction?.GetComponent<Ladder>();
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if (ladder == null || character.IsIncapacitated)
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{
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Anim = Animation.None;
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return;
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@@ -1057,10 +1064,12 @@ namespace Barotrauma
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onGround = false;
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IgnorePlatforms = true;
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Vector2 tempTargetMovement = TargetMovement;
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tempTargetMovement.Y = Math.Min(tempTargetMovement.Y, 1.0f);
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bool climbFast = targetMovement.Y > 3.0f;
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bool slide = targetMovement.Y < -1.1f;
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Vector2 tempTargetMovement = TargetMovement;
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tempTargetMovement.Y = climbFast ?
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Math.Min(tempTargetMovement.Y, 2.0f) :
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Math.Min(tempTargetMovement.Y, 1.0f);
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movement = MathUtils.SmoothStep(movement, tempTargetMovement, 0.3f);
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@@ -1075,79 +1084,98 @@ namespace Barotrauma
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if (leftHand == null || rightHand == null || head == null || torso == null) { return; }
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Vector2 ladderSimPos = ConvertUnits.ToSimUnits(
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character.SelectedConstruction.Rect.X + character.SelectedConstruction.Rect.Width / 2.0f,
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character.SelectedConstruction.Rect.Y);
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ladder.Item.Rect.X + ladder.Item.Rect.Width / 2.0f,
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ladder.Item.Rect.Y);
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Vector2 ladderSimSize = ConvertUnits.ToSimUnits(character.SelectedConstruction.Rect.Size.ToVector2());
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Vector2 ladderSimSize = ConvertUnits.ToSimUnits(ladder.Item.Rect.Size.ToVector2());
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float lowestLadderSimPos = ladderSimPos.Y - ladderSimPos.Y;
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var lowestNearbyLadder = GetLowestNearbyLadder(ladder);
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if (lowestNearbyLadder != null && lowestNearbyLadder != ladder)
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{
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ladderSimSize.Y = ConvertUnits.ToSimUnits(ladder.Item.WorldRect.Y - (lowestNearbyLadder.Item.WorldRect.Y - lowestNearbyLadder.Item.Rect.Size.Y));
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}
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float stepHeight = ConvertUnits.ToSimUnits(30.0f);
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if (climbFast) { stepHeight *= 2; }
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if (currentHull == null && character.SelectedConstruction.Submarine != null)
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if (currentHull == null && ladder.Item.Submarine != null)
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition;
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ladderSimPos += ladder.Item.Submarine.SimPosition;
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}
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else if (currentHull?.Submarine != null && currentHull.Submarine != character.SelectedConstruction.Submarine && character.SelectedConstruction.Submarine != null)
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else if (currentHull?.Submarine != null && currentHull.Submarine != ladder.Item.Submarine && ladder.Item.Submarine != null)
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{
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ladderSimPos += character.SelectedConstruction.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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ladderSimPos += ladder.Item.Submarine.SimPosition - currentHull.Submarine.SimPosition;
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}
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else if (currentHull?.Submarine != null && character.SelectedConstruction.Submarine == null)
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else if (currentHull?.Submarine != null && ladder.Item.Submarine == null)
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{
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ladderSimPos -= currentHull.Submarine.SimPosition;
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}
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float bottomPos = Collider.SimPosition.Y - ColliderHeightFromFloor - Collider.radius - Collider.height / 2.0f;
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float headPos = HeadPosition ?? 0;
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float torsoPos = TorsoPosition ?? 0;
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.2f * Dir, bottomPos + headPos), 10.5f);
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MoveLimb(torso, new Vector2(ladderSimPos.X - 0.35f * Dir, bottomPos + torsoPos), 10.5f);
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float headPos = HeadPosition ?? 0;
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MoveLimb(head, new Vector2(ladderSimPos.X - 0.2f * Dir, bottomPos + headPos), 10.5f);
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Collider.MoveToPos(new Vector2(ladderSimPos.X - 0.1f * Dir, Collider.SimPosition.Y), 10.5f);
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Vector2 handPos = new Vector2(
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ladderSimPos.X,
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bottomPos + torsoPos + movement.Y * 0.1f - ladderSimPos.Y);
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if (climbFast) { handPos.Y -= stepHeight; }
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bool aiming = this.aiming || aimingMelee;
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//prevent the hands from going above the top of the ladders
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handPos.Y = Math.Min(-0.5f, handPos.Y);
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if (!character.IsKeyDown(InputType.Aim) || Math.Abs(movement.Y) > 0.01f)
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if (!aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.RightHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
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{
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MoveLimb(rightHand,
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new Vector2(slide ? handPos.X + ladderSimSize.X * 0.5f : handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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5.2f);
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rightHand.body.ApplyTorque(Dir * 2.0f);
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}
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if (!aiming || !(character.Inventory?.GetItemInLimbSlot(InvSlotType.LeftHand)?.GetComponent<Holdable>()?.ControlPose ?? false) || Math.Abs(movement.Y) > 0.01f)
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{
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MoveLimb(leftHand,
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new Vector2(handPos.X - ladderSimSize.X * 0.5f,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y - stepHeight, stepHeight * 2.0f) + stepHeight) + ladderSimPos.Y),
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5.2f); ;
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MoveLimb(rightHand,
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new Vector2(slide ? handPos.X + ladderSimSize.X * 0.5f : handPos.X,
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(slide ? handPos.Y : MathUtils.Round(handPos.Y, stepHeight * 2.0f)) + ladderSimPos.Y),
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5.2f);
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leftHand.body.ApplyTorque(Dir * 2.0f);
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rightHand.body.ApplyTorque(Dir * 2.0f);
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}
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Vector2 footPos = new Vector2(
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handPos.X - Dir * 0.05f,
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bottomPos + ColliderHeightFromFloor - stepHeight * 2.7f - ladderSimPos.Y);
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if (climbFast) { footPos.Y += stepHeight; }
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//apply torque to the legs to make the knees bend
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Limb leftLeg = GetLimb(LimbType.LeftLeg);
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Limb rightLeg = GetLimb(LimbType.RightLeg);
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//only move the feet if they're above the bottom of the ladders
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//(if not, they'll just dangle in air, and the character holds itself up with it's arms)
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if (footPos.Y > -ladderSimSize.Y && leftFoot != null && rightFoot != null)
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if (footPos.Y > -ladderSimSize.Y - 0.2f && leftFoot != null && rightFoot != null)
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{
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Limb refLimb = GetLimb(LimbType.Waist) ?? GetLimb(LimbType.Torso);
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bool leftLegBackwards = Math.Abs(leftLeg.body.Rotation - refLimb.body.Rotation) > MathHelper.Pi;
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bool rightLegBackwards = Math.Abs(rightLeg.body.Rotation - refLimb.body.Rotation) > MathHelper.Pi;
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if (slide)
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{
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MoveLimb(leftFoot, new Vector2(footPos.X - ladderSimSize.X * 0.5f, footPos.Y + ladderSimPos.Y), 15.5f, true);
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MoveLimb(rightFoot, new Vector2(footPos.X, footPos.Y + ladderSimPos.Y), 15.5f, true);
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if (!leftLegBackwards) { MoveLimb(leftFoot, new Vector2(footPos.X - ladderSimSize.X * 0.5f, footPos.Y + ladderSimPos.Y), 15.5f, true); }
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if (!rightLegBackwards) { MoveLimb(rightFoot, new Vector2(footPos.X, footPos.Y + ladderSimPos.Y), 15.5f, true); }
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}
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else
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{
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float leftFootPos = MathUtils.Round(footPos.Y + stepHeight, stepHeight * 2.0f) - stepHeight;
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float prevLeftFootPos = MathUtils.Round(prevFootPos + stepHeight, stepHeight * 2.0f) - stepHeight;
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MoveLimb(leftFoot, new Vector2(footPos.X, leftFootPos + ladderSimPos.Y), 15.5f, true);
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if (!leftLegBackwards) { MoveLimb(leftFoot, new Vector2(footPos.X, leftFootPos + ladderSimPos.Y), 15.5f, true); }
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float rightFootPos = MathUtils.Round(footPos.Y, stepHeight * 2.0f);
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||||
float prevRightFootPos = MathUtils.Round(prevFootPos, stepHeight * 2.0f);
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MoveLimb(rightFoot, new Vector2(footPos.X, rightFootPos + ladderSimPos.Y), 15.5f, true);
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||||
if (!rightLegBackwards) { MoveLimb(rightFoot, new Vector2(footPos.X, rightFootPos + ladderSimPos.Y), 15.5f, true); }
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#if CLIENT
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||||
if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
|
||||
{
|
||||
@@ -1163,36 +1191,48 @@ namespace Barotrauma
|
||||
prevFootPos = footPos.Y;
|
||||
}
|
||||
|
||||
//apply torque to the legs to make the knees bend
|
||||
Limb leftLeg = GetLimb(LimbType.LeftLeg);
|
||||
Limb rightLeg = GetLimb(LimbType.RightLeg);
|
||||
|
||||
leftLeg.body.ApplyTorque(Dir * -8.0f);
|
||||
rightLeg.body.ApplyTorque(Dir * -8.0f);
|
||||
if (!leftLegBackwards) { leftLeg.body.ApplyTorque(Dir * -8.0f); }
|
||||
if (!rightLegBackwards) { rightLeg.body.ApplyTorque(Dir * -8.0f); }
|
||||
}
|
||||
|
||||
float movementFactor = (handPos.Y / stepHeight) * (float)Math.PI;
|
||||
movementFactor = 0.8f + (float)Math.Abs(Math.Sin(movementFactor));
|
||||
|
||||
Vector2 subSpeed = currentHull != null || character.SelectedConstruction.Submarine == null
|
||||
? Vector2.Zero : character.SelectedConstruction.Submarine.Velocity;
|
||||
Vector2 subSpeed = currentHull != null || ladder.Item.Submarine == null
|
||||
? Vector2.Zero : ladder.Item.Submarine.Velocity;
|
||||
|
||||
//reached the top of the ladders -> can't go further up
|
||||
Vector2 climbForce = new Vector2(0.0f, movement.Y) * movementFactor;
|
||||
|
||||
if (!InWater) { climbForce.Y += 0.3f * movementFactor; }
|
||||
|
||||
Vector2 climbForce = new Vector2(0.0f, movement.Y + 0.3f) * movementFactor;
|
||||
if (character.SimPosition.Y > ladderSimPos.Y) { climbForce.Y = Math.Min(0.0f, climbForce.Y); }
|
||||
//reached the bottom -> can't go further down
|
||||
float minHeightFromFloor = ColliderHeightFromFloor / 2 + Collider.height;
|
||||
if (floorFixture != null &&
|
||||
!floorFixture.CollisionCategories.HasFlag(Physics.CollisionStairs) &&
|
||||
!floorFixture.CollisionCategories.HasFlag(Physics.CollisionPlatform) &&
|
||||
character.SimPosition.Y < standOnFloorY + minHeightFromFloor)
|
||||
{
|
||||
climbForce.Y = MathHelper.Clamp((standOnFloorY + minHeightFromFloor - character.SimPosition.Y) * 5.0f, climbForce.Y, 1.0f);
|
||||
}
|
||||
|
||||
//apply forces to the collider to move the Character up/down
|
||||
Collider.ApplyForce((climbForce * 20.0f + subSpeed * 50.0f) * Collider.Mass);
|
||||
float movementMultiplier = targetMovement.Y < 0 ? 0 : 1;
|
||||
head.body.SmoothRotate(MathHelper.PiOver4 * movementMultiplier * Dir, WalkParams.HeadTorque);
|
||||
if (!aiming)
|
||||
{
|
||||
float movementMultiplier = targetMovement.Y < 0 ? 0 : 1;
|
||||
head.body.SmoothRotate(MathHelper.PiOver4 * movementMultiplier * Dir, WalkParams.HeadTorque);
|
||||
}
|
||||
|
||||
if (!character.SelectedConstruction.Prefab.Triggers.Any())
|
||||
if (!ladder.Item.Prefab.Triggers.Any())
|
||||
{
|
||||
character.SelectedConstruction = null;
|
||||
return;
|
||||
}
|
||||
|
||||
Rectangle trigger = character.SelectedConstruction.Prefab.Triggers.FirstOrDefault();
|
||||
trigger = character.SelectedConstruction.TransformTrigger(trigger);
|
||||
Rectangle trigger = ladder.Item.Prefab.Triggers.FirstOrDefault();
|
||||
trigger = ladder.Item.TransformTrigger(trigger);
|
||||
|
||||
bool isRemote = false;
|
||||
bool isClimbing = true;
|
||||
@@ -1221,6 +1261,19 @@ namespace Barotrauma
|
||||
character.SelectedConstruction = null;
|
||||
IgnorePlatforms = false;
|
||||
}
|
||||
|
||||
Ladder GetLowestNearbyLadder(Ladder currentLadder, float threshold = 16.0f)
|
||||
{
|
||||
foreach (Ladder ladder in Ladder.List)
|
||||
{
|
||||
if (ladder == currentLadder || !ladder.Item.IsInteractable(character)) { continue; }
|
||||
if (Math.Abs(ladder.Item.WorldPosition.X - currentLadder.Item.WorldPosition.X) > threshold) { continue; }
|
||||
if (ladder.Item.WorldPosition.Y > currentLadder.Item.WorldPosition.Y) { continue; }
|
||||
if ((currentLadder.Item.WorldRect.Y - currentLadder.Item.Rect.Height) - ladder.Item.WorldRect.Y > threshold) { continue; }
|
||||
return ladder;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateDying(float deltaTime)
|
||||
@@ -1576,6 +1629,7 @@ namespace Barotrauma
|
||||
|
||||
Vector2 shoulderPos = rightShoulder.WorldAnchorA;
|
||||
Vector2 dragDir = inWater ? Vector2.Normalize(targetLimb.SimPosition - shoulderPos) : Vector2.UnitY;
|
||||
if (!MathUtils.IsValid(dragDir)) { dragDir = Vector2.UnitY; }
|
||||
|
||||
targetAnchor = shoulderPos - dragDir * ConvertUnits.ToSimUnits(upperArmLength + forearmLength);
|
||||
targetForce = 200.0f;
|
||||
@@ -1656,7 +1710,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidPos", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidPos", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1690,7 +1744,7 @@ namespace Barotrauma
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidAngle", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("FootIK:InvalidAngle", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -65,8 +65,8 @@ namespace Barotrauma
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.Limbs:AccessRemoved",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.Name + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"Attempted to access a potentially removed ragdoll. Character: " + character.SpeciesName + ", id: " + character.ID + ", removed: " + character.Removed + ", ragdoll removed: " + !list.Contains(this) + "\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
accessRemovedCharacterErrorShown = true;
|
||||
}
|
||||
return new Limb[0];
|
||||
@@ -122,6 +122,7 @@ namespace Barotrauma
|
||||
protected Vector2 overrideTargetMovement;
|
||||
|
||||
protected float floorY, standOnFloorY;
|
||||
protected Fixture floorFixture;
|
||||
protected Vector2 floorNormal = Vector2.UnitY;
|
||||
protected float surfaceY;
|
||||
|
||||
@@ -489,6 +490,7 @@ namespace Barotrauma
|
||||
limbDictionary = new Dictionary<LimbType, Limb>();
|
||||
limbs = new Limb[RagdollParams.Limbs.Count];
|
||||
RagdollParams.Limbs.ForEach(l => AddLimb(l));
|
||||
if (limbs.Contains(null)) { return; }
|
||||
SetupDrawOrder();
|
||||
}
|
||||
|
||||
@@ -549,19 +551,23 @@ namespace Barotrauma
|
||||
byte ID = Convert.ToByte(limbParams.ID);
|
||||
Limb limb = new Limb(this, character, limbParams);
|
||||
limb.body.FarseerBody.OnCollision += OnLimbCollision;
|
||||
if (ID >= Limbs.Length)
|
||||
{
|
||||
throw new Exception($"Failed to add a limb to the character \"{Character?.ConfigPath ?? "null"}\" (limb index {ID} out of bounds). The ragdoll file may be configured incorrectly.");
|
||||
}
|
||||
Limbs[ID] = limb;
|
||||
Mass += limb.Mass;
|
||||
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
|
||||
if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
|
||||
}
|
||||
|
||||
public void AddLimb(Limb limb)
|
||||
{
|
||||
if (Limbs.Contains(limb)) return;
|
||||
if (Limbs.Contains(limb)) { return; }
|
||||
limb.body.FarseerBody.OnCollision += OnLimbCollision;
|
||||
Array.Resize(ref limbs, Limbs.Length + 1);
|
||||
Limbs[Limbs.Length - 1] = limb;
|
||||
Mass += limb.Mass;
|
||||
if (!limbDictionary.ContainsKey(limb.type)) limbDictionary.Add(limb.type, limb);
|
||||
if (!limbDictionary.ContainsKey(limb.type)) { limbDictionary.Add(limb.type, limb); }
|
||||
SetupDrawOrder();
|
||||
}
|
||||
|
||||
@@ -887,7 +893,7 @@ namespace Barotrauma
|
||||
string errorMsg = "Ragdoll.GetCenterOfMass returned an invalid value (" + centerOfMass + "). Limb positions: {"
|
||||
+ string.Join(", ", limbs.Select(l => l.SimPosition)) + "}, total mass: " + totalMass + ".";
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.GetCenterOfMass", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.GetCenterOfMass", GameAnalyticsManager.ErrorSeverity.Error, errorMsg);
|
||||
return Collider.SimPosition;
|
||||
}
|
||||
|
||||
@@ -925,14 +931,14 @@ namespace Barotrauma
|
||||
{
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.FindHull:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"Attempted to find a hull at an invalid position (" + findPos + ")\n" + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
|
||||
Hull newHull = Hull.FindHull(findPos, currentHull);
|
||||
|
||||
if (newHull == currentHull) return;
|
||||
|
||||
if (newHull == currentHull) { return; }
|
||||
|
||||
if (!CanEnterSubmarine || (character.AIController != null && !character.AIController.CanEnterSubmarine))
|
||||
{
|
||||
@@ -965,16 +971,16 @@ namespace Barotrauma
|
||||
if (newHull?.Submarine == null && currentHull?.Submarine != null)
|
||||
{
|
||||
//don't teleport out yet if the character is going through a gap
|
||||
if (Gap.FindAdjacent(currentHull.ConnectedGaps, findPos, 150.0f) != null) { return; }
|
||||
if (Gap.FindAdjacent(Gap.GapList.Where(g => g.Submarine == currentHull.Submarine), findPos, 150.0f) != null) { return; }
|
||||
if (Limbs.Any(l => Gap.FindAdjacent(currentHull.ConnectedGaps, l.WorldPosition, ConvertUnits.ToDisplayUnits(l.body.GetSize().Combine())) != null)) { return; }
|
||||
character.MemLocalState?.Clear();
|
||||
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity);
|
||||
Teleport(ConvertUnits.ToSimUnits(currentHull.Submarine.Position), currentHull.Submarine.Velocity, detachProjectiles: false);
|
||||
}
|
||||
//out -> in
|
||||
else if (currentHull == null && newHull.Submarine != null)
|
||||
{
|
||||
character.MemLocalState?.Clear();
|
||||
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity);
|
||||
Teleport(-ConvertUnits.ToSimUnits(newHull.Submarine.Position), -newHull.Submarine.Velocity, detachProjectiles: false);
|
||||
}
|
||||
//from one sub to another
|
||||
else if (newHull != null && currentHull != null && newHull.Submarine != currentHull.Submarine)
|
||||
@@ -982,13 +988,13 @@ namespace Barotrauma
|
||||
character.MemLocalState?.Clear();
|
||||
Vector2 newSubPos = newHull.Submarine == null ? Vector2.Zero : newHull.Submarine.Position;
|
||||
Vector2 prevSubPos = currentHull.Submarine == null ? Vector2.Zero : currentHull.Submarine.Position;
|
||||
|
||||
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos), Vector2.Zero);
|
||||
Teleport(ConvertUnits.ToSimUnits(prevSubPos - newSubPos), Vector2.Zero, detachProjectiles: false);
|
||||
}
|
||||
}
|
||||
|
||||
CurrentHull = newHull;
|
||||
character.Submarine = currentHull?.Submarine;
|
||||
character.AttachedProjectiles.ForEach(p => p?.Item?.UpdateTransform());
|
||||
}
|
||||
|
||||
private void PreventOutsideCollision()
|
||||
@@ -1021,7 +1027,7 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void Teleport(Vector2 moveAmount, Vector2 velocityChange)
|
||||
public void Teleport(Vector2 moveAmount, Vector2 velocityChange, bool detachProjectiles = true)
|
||||
{
|
||||
foreach (Limb limb in Limbs)
|
||||
{
|
||||
@@ -1044,7 +1050,7 @@ namespace Barotrauma
|
||||
|
||||
character.DisableImpactDamageTimer = 0.25f;
|
||||
|
||||
SetPosition(Collider.SimPosition + moveAmount);
|
||||
SetPosition(Collider.SimPosition + moveAmount, detachProjectiles: detachProjectiles);
|
||||
character.CursorPosition += moveAmount;
|
||||
|
||||
Collider?.UpdateDrawPosition();
|
||||
@@ -1356,19 +1362,19 @@ namespace Barotrauma
|
||||
string errorMsg = null;
|
||||
if (!MathUtils.IsValid(body.SimPosition) || Math.Abs(body.SimPosition.X) > 1e10f || Math.Abs(body.SimPosition.Y) > 1e10f)
|
||||
{
|
||||
errorMsg = GetBodyName() + " position invalid (" + body.SimPosition + ", character: " + character.Name + ").";
|
||||
errorMsg = GetBodyName() + " position invalid (" + body.SimPosition + ", character: [name]).";
|
||||
}
|
||||
else if (!MathUtils.IsValid(body.LinearVelocity) || Math.Abs(body.LinearVelocity.X) > 1000f || Math.Abs(body.LinearVelocity.Y) > 1000f)
|
||||
{
|
||||
errorMsg = GetBodyName() + " velocity invalid (" + body.LinearVelocity + ", character: " + character.Name + ").";
|
||||
errorMsg = GetBodyName() + " velocity invalid (" + body.LinearVelocity + ", character: [name]).";
|
||||
}
|
||||
else if (!MathUtils.IsValid(body.Rotation))
|
||||
{
|
||||
errorMsg = GetBodyName() + " rotation invalid (" + body.Rotation + ", character: " + character.Name + ").";
|
||||
errorMsg = GetBodyName() + " rotation invalid (" + body.Rotation + ", character: [name]).";
|
||||
}
|
||||
else if (!MathUtils.IsValid(body.AngularVelocity) || Math.Abs(body.AngularVelocity) > 1000f)
|
||||
{
|
||||
errorMsg = GetBodyName() + " angular velocity invalid (" + body.AngularVelocity + ", character: " + character.Name + ").";
|
||||
errorMsg = GetBodyName() + " angular velocity invalid (" + body.AngularVelocity + ", character: [name]).";
|
||||
}
|
||||
if (errorMsg != null)
|
||||
{
|
||||
@@ -1386,11 +1392,11 @@ namespace Barotrauma
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
DebugConsole.ThrowError(errorMsg);
|
||||
DebugConsole.ThrowError(errorMsg.Replace("[name]", Character.Name));
|
||||
#else
|
||||
DebugConsole.NewMessage(errorMsg, Color.Red);
|
||||
DebugConsole.NewMessage(errorMsg.Replace("[name]", Character.Name), Color.Red);
|
||||
#endif
|
||||
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.CheckValidity:" + character.ID, GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
|
||||
GameAnalyticsManager.AddErrorEventOnce("Ragdoll.CheckValidity:" + character.ID, GameAnalyticsManager.ErrorSeverity.Error, errorMsg.Replace("[name]", Character.SpeciesName));
|
||||
|
||||
if (!MathUtils.IsValid(Collider.SimPosition) || Math.Abs(Collider.SimPosition.X) > 1e10f || Math.Abs(Collider.SimPosition.Y) > 1e10f)
|
||||
{
|
||||
@@ -1508,6 +1514,7 @@ namespace Barotrauma
|
||||
{
|
||||
onGround = false;
|
||||
Stairs = null;
|
||||
floorFixture = null;
|
||||
Vector2 rayStart = simPosition;
|
||||
float height = ColliderHeightFromFloor;
|
||||
if (HeadPosition.HasValue && MathUtils.IsValid(HeadPosition.Value)) { height = Math.Max(height, HeadPosition.Value); }
|
||||
@@ -1580,6 +1587,7 @@ namespace Barotrauma
|
||||
|
||||
if (standOnFloorFixture != null && !IsHanging)
|
||||
{
|
||||
floorFixture = standOnFloorFixture;
|
||||
standOnFloorY = rayStart.Y + (rayEnd.Y - rayStart.Y) * standOnFloorFraction;
|
||||
if (rayStart.Y - standOnFloorY < Collider.height * 0.5f + Collider.radius + ColliderHeightFromFloor * 1.2f)
|
||||
{
|
||||
@@ -1620,26 +1628,41 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false)
|
||||
public void SetPosition(Vector2 simPosition, bool lerp = false, bool ignorePlatforms = true, bool forceMainLimbToCollider = false, bool detachProjectiles = true)
|
||||
{
|
||||
if (!MathUtils.IsValid(simPosition))
|
||||
{
|
||||
DebugConsole.ThrowError("Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.AddErrorEventOnce(
|
||||
"Ragdoll.SetPosition:InvalidPosition",
|
||||
GameAnalyticsSDK.Net.EGAErrorSeverity.Error,
|
||||
"Attempted to move a ragdoll (" + character.Name + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
GameAnalyticsManager.ErrorSeverity.Error,
|
||||
"Attempted to move a ragdoll (" + character.SpeciesName + ") to an invalid position (" + simPosition + "). " + Environment.StackTrace.CleanupStackTrace());
|
||||
return;
|
||||
}
|
||||
if (MainLimb == null) { return; }
|
||||
|
||||
// A Work-around for an issue with teleporting the characters:
|
||||
// Detach every latcher when either one of the latchers or the target is teleported,
|
||||
// because otherwise all the characters are teleported to invalid positions.
|
||||
if (Character.AIController is EnemyAIController enemyAI && enemyAI.LatchOntoAI != null && enemyAI.LatchOntoAI.IsAttached)
|
||||
{
|
||||
var target = enemyAI.LatchOntoAI.TargetCharacter;
|
||||
if (target != null)
|
||||
{
|
||||
target.Latchers.ForEachMod(l => l?.DeattachFromBody(reset: true));
|
||||
target.Latchers.Clear();
|
||||
}
|
||||
enemyAI.LatchOntoAI.DeattachFromBody(reset: true);
|
||||
}
|
||||
Character.Latchers.ForEachMod(l => l.DeattachFromBody(reset: true));
|
||||
Character.Latchers.ForEachMod(l => l?.DeattachFromBody(reset: true));
|
||||
Character.Latchers.Clear();
|
||||
|
||||
if (detachProjectiles)
|
||||
{
|
||||
character.AttachedProjectiles.ForEachMod(p => p?.Unstick());
|
||||
character.AttachedProjectiles.Clear();
|
||||
}
|
||||
|
||||
Vector2 limbMoveAmount = forceMainLimbToCollider ? simPosition - MainLimb.SimPosition : simPosition - Collider.SimPosition;
|
||||
if (lerp)
|
||||
{
|
||||
@@ -1720,7 +1743,7 @@ namespace Barotrauma
|
||||
if (distSqrd > resetDist * resetDist)
|
||||
{
|
||||
//ragdoll way too far, reset position
|
||||
SetPosition(Collider.SimPosition, true, forceMainLimbToCollider: true);
|
||||
SetPosition(Collider.SimPosition, lerp: true, forceMainLimbToCollider: true);
|
||||
}
|
||||
if (distSqrd > allowedDist * allowedDist)
|
||||
{
|
||||
@@ -1740,7 +1763,7 @@ namespace Barotrauma
|
||||
else if (collisionsDisabled)
|
||||
{
|
||||
//set the position of the ragdoll to make sure limbs don't get stuck inside walls when re-enabling collisions
|
||||
SetPosition(Collider.SimPosition, true);
|
||||
SetPosition(Collider.SimPosition, lerp: true);
|
||||
collisionsDisabled = false;
|
||||
//force collision categories to be updated
|
||||
prevCollisionCategory = Category.None;
|
||||
|
||||
Reference in New Issue
Block a user